Trial Help Thread

As much as I would like to say I made this thread so I could help other people out, the truth is I need help myself really so here it is :P

Basically if you have a problem with a trial in 3SO then post here with as much information as possible, for example:

"Trial: Dudley No.4 - Five Crouching Roundhouses (cr.HK) followed by ducking upper into super. Problem: Unable to combo all the cr.HK together."

Then hopefully someone will respond with the answer to your problem; in the above case you need to make sure you have your opponent in the corner and then move forward fractionally between each cr.HK (thanks to Jamie for that).

Some videos for the trials are up on VepserArcade's channel so check them out here.They can be handy if you aren't sure of the timing of certain moves etc but don't help with everything :)

I'll kick things off with Yang's trial No.2 - Standing Forward (medium kick) followed by Forward Senkyuutai into Tenshin Senkyuutai (Super). My problem is that I can't land the super, it's that simple :) HELP!! EDIT: I have the opponent in the corner so it's not that.

I'll kick things off with Yang's trial No.2 - Standing Forward (medium kick) followed by Forward Senkyuutai into Tenshin Senkyuutai (Super). My problem is that I can't land the super, it's that simple :) HELP!! EDIT: I have the opponent in the corner so it's not that.

I'll kick things off with Yang's trial No.2 - Standing Forward (medium kick) followed by Forward Senkyuutai into Tenshin Senkyuutai (Super). My problem is that I can't land the super, it's that simple :) HELP!! EDIT: I have the opponent in the corner so it's not that.

you can't land the super? or you can't get it to come out?

Can't land it, I'm always too late.

It's hard to say because I can't see you doing it, but it could be a spacing issue. Try leaving some room between Yun and the corner. Unless you're missing it by alot, then you might just need to work on your timing :P

Makoto vs Q is one of the worst matchups in the game (for Q, obviously), so it's really quite easy. Just poke him a bit with mp and cr.mk from the right distance, jump in with mk, hk and tsurugi and dash in (with optional jab tick) karakusa into combo. In the corner he is one of the characters you can do hp xx ex hayate > lp hayate, you should have him stunned rather quickly. If you see him do anything just dash in and grab, if you can't parry his dash punches on reaction just keep in mind that they're safe on block. In general, Q really can't do a lot as a character against her with his crappy normals, she dominates him entirely.

@mubress: Thanks for that video man, some of those parry trials were doing my head in. The more I play 3SO the more I come to realise that SF4 being my first real fighting game has resulted in my execution being approximately utter shite. Even some of the most basic cancels in 3S are giving me trouble.

@countinhallways: Yep, I know how you feel :) To begin with I wasn't having much trouble but the more I play the worse it gets. I default to grinding the stick for uppercuts like in SFIV but that doesn't cut it here, basic combos are really hard and don't get me started on using parrying in a real match!!

What I don't understand yet is when to parry during a super animation (the slo-mo). The first advanced parry trial against Dudleys super is probably the best example, when do you have to input the command? Before the slowdown, during or after? Also, I just realised I have to parry that low if he's close...damnit.

@huelarl: Thanks for your input, I did it after many tries shortly after my post. I guess I was lucky because I can't do half the stuff you mentioned.

Also, the trials are overall harder, but there are only 5 for every character so that the difficulty lvel is raised pretty quickly. I did all of Chuns and Qs so far, Dudley is giving me problems now.

Thanks for the video, it really helped! The only two parry trials I have left are the first and last expert trials and learning that I have to parry right BEFORE the zoom in of the super will help me out.

I'm stuck on Akuma's 4th trial, Standing roundhouse to raging demon. I thought I was just messing the timing up but then I tried doing the demon on it's own and that doesn't work either?! The input is the same as in SFIV and I can do it there, am I missing something here?

I'm stuck on Akuma's 4th trial, Standing roundhouse to raging demon. I thought I was just messing the timing up but then I tried doing the demon on it's own and that doesn't work either?! The input is the same as in SFIV and I can do it there, am I missing something here?

it's the same as the super version of the demon not the ultra one.

Yeah that's what I'm inputting...............I must be doing something wrong I'm just not sure what.

I'm stuck on Akuma's 4th trial, Standing roundhouse to raging demon. I thought I was just messing the timing up but then I tried doing the demon on it's own and that doesn't work either?! The input is the same as in SFIV and I can do it there, am I missing something here?

it's the same as the super version of the demon not the ultra one.

Yeah that's what I'm inputting...............I must be doing something wrong I'm just not sure what.

Try doing it slower and more deliberately. You have a good amount of time between the input of the st.hk and the demon. Try to stretch it out and make the last input be just after the last recovery frame. Also, I believe the distance you are from the other player is key for it to land.

As for my problem, I am stuck on Ken's last trial. I understand you need to cancel into super from a certain distance so that it hits Q on the way down, knocking him up for the juggle. I just can't make the second super launch because the last hit (the knee which triggers the rest of the super) always wiffs.

Edit: I managed to do it. For anybody having trouble: Get Q in the corner and stand right next to him. Jump back once and then proceed to do ex.hadouken > sa3. the last hit of the tatsu should knock Q back up. The second super must be done the instant you come out of recovery (the timing is very strict for this part, the rest of the combo is easy in comparison). The super should again knock Q back up. If the last ground hit doesn't connect Q will fall straight to the floor. Now, dash forward (or walk forward slightly) and jab.srk then instantly ex.srk. As soon as I landed the second super correctly, I had no problem with the rest of the combo.

@jaycee13: i keep on dropping Q out at the second super as well... tis frustrating cause im getting the 2nd super out as soon as ken lands like in the vesper video but the end knee never connects

If you aren't already, try to piano the inputs to triple your chances of the super coming out at the correct frame. I always piano supers on 3rd strike as well as occasionally double tapping since it doesn't give you as much leniency as with sf4.